ENVIRONMENTAL HAZARDS
SF1E 1.1 / PF2E 3.5 Compatible Supplement
Rules for aquatic environments and digital anomalies in sci-fi settings
TABLE OF CONTENTS
PART 1: AQUATIC ENVIRONMENTS
- Surviving Underwater
- Suffocation & Drowning
- Depth Pressure
- Underwater Movement
- Underwater Combat
- Visibility & Detection
- Technological Considerations
- Alien Aquatic Environments
PART 2: DIGITAL ANOMALIES
- Digital Ghosts
- System Glitches
- Detection & Investigation
- Neutralizing Digital Threats
- Example Encounters
PART 1: AQUATIC ENVIRONMENTS
SURVIVING UNDERWATER
Most sci-fi adventures assume characters wear armor with environmental protections that provide self-contained breathing and protection from extreme pressures. These protections typically last for days equal to the armor's level (used in 1-hour increments) or for hours equal to the suit's capacity rating.
Environmental Protection
The following provide protection for underwater operations:
| Protection | Duration | Notes |
|---|---|---|
| Armor (with Environmental Seal) | Capacity hours | Standard protection from pressure and drowning |
| Space Suit | Capacity hours | Identical protection to armor |
| Underwater Breathing Device | 8-24 hours | Breathing only; no pressure protection |
| Water Breathing Spell | Spell duration | Breathing only; no pressure protection |
| Aquatic Adaptation | Unlimited | Biological/magical immunity to drowning |
| Submersible Vehicle | Vehicle capacity | Full environmental protection |
Running Out of Air
When environmental protection expires underwater:
- Warning: Most modern systems provide 10-minute warning
- Rationing: Can extend duration by 25% with DC 15 Survival check (must conserve energy)
- Sharing: Two creatures can share one rebreather at half duration each
- Emergency: Emergency air canisters provide 1 hour of additional breathing
SUFFOCATION & DROWNING
Creatures without underwater breathing ability must hold their breath or risk drowning.
Holding Breath
Base Duration: A creature can hold its breath for a number of rounds equal to 5 + Constitution modifier (minimum 1 round).
Activity Modifiers:
- Standard actions: Reduce remaining duration by 1 round
- Full actions or strenuous activity: Reduce remaining duration by 2 rounds
- Critical hit received: Lose 1d4 rounds of breath
- Talking or spellcasting with verbal components: Impossible
Drowning Process
After breath runs out, the creature must attempt Constitution save (DC 10 + 1 per previous check) each round:
| Result | Effect |
|---|---|
| Critical Success | Regain 1 round of breath |
| Success | Continue functioning |
| Failure | Drop to 0 HP and unconscious |
| Critical Failure | Drop to 0 HP and dying 2 |
Unconscious Underwater: An unconscious creature immediately begins dying if underwater without breathing apparatus. They gain dying 1 per round until rescued or dead.
Resuscitation
A creature pulled from water and at 0 HP from drowning can be saved:
Medicine DC 15Time: 3 actions (same round if possible)
| Result | Effect |
|---|---|
| Critical Success | Creature stabilizes and regains 1 HP; no longer dying |
| Success | Creature stabilizes; still at 0 HP but not dying |
| Failure | No effect; creature's dying value increases by 1 |
| Critical Failure | Creature's dying value increases by 2 |
DEPTH PRESSURE
Water pressure increases with depth, creating hazardous conditions for unprotected creatures.
Pressure Zones
| Depth | Zone | Effects |
|---|---|---|
| 0-99 feet | Safe Depth | No pressure effects |
| 100-999 feet | Deep Water | Moderate pressure effects |
| 1,000-2,999 feet | Severe Depth | Severe pressure effects |
| 3,000+ feet | Crushing Depth | Extreme pressure effects |
Deep Water (100-999 feet)
Creatures without environmental protection must succeed at Fortitude save (DC 15 + 1 per previous check) every 10 minutes or become sickened 1 (stacks to maximum sickened 3).
Recovery: Sickened condition ends 10 minutes after returning to safe depth.
Severe Depth (1,000-2,999 feet)
Creatures without environmental protection face multiple hazards:
Every Minute:Fortitude save (DC 20 + 1 per previous check) or begin suffocating (as drowning rules, even if able to breathe water)
Every 10 Minutes:Fortitude save (DC 20 + 1 per previous check) or take 3d6 bludgeoning damage and 3d6 cold damage
Persistent Effects:
- Speed reduced by half
- Sickened 2 (does not end until returning to safe depth for 1 hour)
Crushing Depth (3,000+ feet)
Creatures without environmental protection face lethal conditions:
Every Round:Fortitude save (DC 25 + 1 per previous check) or take 6d6 bludgeoning damage
Every Minute: Automatically begin suffocating (no save) unless able to breathe water AND have pressure resistance
Persistent Effects:
- Speed reduced to 5 feet
- Sickened 4
- Drained 1 (increases by 1 every hour)
- Cannot recover HP without returning to safer depth
Rapid Ascent
Ascending too quickly from deep water can cause decompression sickness ("the bends"):
If ascending more than 100 feet per minute from Deep Water or deeper:
Fortitude save (DC = 15 + 5 per pressure zone crossed)
| Result | Effect |
|---|---|
| Critical Success | No effect |
| Success | Sickened 1 for 1 hour |
| Failure | Sickened 2 and 3d6 damage; lasts 24 hours |
| Critical Failure | Sickened 4, drained 2, and 6d6 damage; lasts 1 week |
Treatment: Medicine DC 20 + can reduce decompression sickness severity by one stage per successful treatment (1 hour).
Pressure-Adapted Creatures
Aquatic creatures native to deep waters ignore all pressure effects in their native environment but may suffer reverse pressure effects if brought to shallow water too quickly.
UNDERWATER MOVEMENT
Swimming Without Swim Speed
Swimming requires an Athletics check as a move action:
| Water Condition | Athletics DC |
|---|---|
| Calm water | 10 |
| Rough water | 15 |
| Stormy water | 20 |
| Maelstrom/violent current | 25 |
| Swimming for extended periods | 20 (check every hour) |
Success: Move up to half your land Speed in any direction Failure: No progress; remain in place Critical Failure: Sink 10 feet downward and become flat-footed until start of next turn
Additional Rules:
- Cannot Take 10 during combat or in rough conditions
- Changing direction costs 5 feet of movement per 45-degree turn
- Strong currents may impose circumstance penalties or bonuses
- Heavy encumbrance imposes -5 penalty to Athletics checks
Extended Swimming: Every hour of continuous swimming requires Athletics DC 20 or take 1d6 nonlethal damage and become fatigued. Environmental suits with powered movement systems grant +4 bonus to this check.
Swimming With Swim Speed
Creatures or characters with swim speeds (from abilities, spells, or technological enhancements) move differently:
Benefits:
- Move full swim Speed without Athletics checks
- Gain +8 circumstance bonus to Athletics for swimming
- Can Take 10 even during combat
- Can use Stride action underwater
- No hourly fatigue checks
- Turn freely without movement cost
Sources of Swim Speed:
- Natural swim speed (aquatic species)
- Swim augmentation (cybernetics)
- Powered diving suit (grants effective swim speed of 20 feet)
- Water walk spell (surface only)
- Aquatic adaptation magic
Propulsion Systems
Technological alternatives to swimming:
| System | Speed | Duration | Notes |
|---|---|---|---|
| Swim Fins | Land Speed | — | +2 to Athletics checks |
| Underwater Thruster | 30 feet | 1 hour | Grants effective swim speed |
| Dive Suit (Powered) | 20 feet | Suit capacity | Grants effective swim speed |
| Submersible Vehicle | Vehicle speed | Vehicle capacity | No personal checks needed |
| Grapple Line/Winch | 10 feet/round | — | Automatic movement; no check |
UNDERWATER COMBAT
Combat underwater presents unique challenges and tactical considerations.
Attack Penalties
All creatures without a swim speed suffer penalties when attacking underwater:
| Attack Type | Penalty |
|---|---|
| Melee attacks | -2 circumstance penalty |
| Ranged attacks | -2 circumstance penalty |
| Thrown weapons | -4 circumstance penalty |
| Electricity attacks | -4 circumstance penalty (but see area effects) |
Creatures with Swim Speed: No penalties to attacks underwater.
Weapon Effectiveness
| Weapon Type | Effect |
|---|---|
| Bludgeoning/Slashing melee | Half damage (minimum 1) |
| Piercing melee | Full damage |
| Projectile weapons (bullets, arrows) | Half damage; range reduced to 10 feet |
| Energy weapons (laser) | Half damage; range reduced to 30 feet |
| Energy weapons (plasma/fire) | One-quarter damage; range reduced to 20 feet |
| Sonic weapons | Full damage; range normal |
| Electricity weapons | See electricity effects |
| Thrown weapons | Maximum range 10 feet (regardless of normal range) |
Electricity in Water
Electricity behaves differently underwater:
Direct Attacks: Take -4 penalty to attack roll instead of -2
Area Electricity Effects: When electricity discharges in water, it creates an area effect:
- In salt water: Creates 10-foot radius burst from impact point
- In fresh water: Creates 5-foot radius burst from impact point
- All creatures in area take half the electricity damage (Reflex DC 15 for quarter damage)
- Attack roll not needed; becomes area effect
Electrified Water: Some environments may have electrified water from power sources. All creatures in contact take listed damage each round.
Combat Maneuvers
| Maneuver | Effect |
|---|---|
| Trip | No effect (cannot trip underwater) |
| Shove/Push | Distance reduced by 5 feet (minimum 5 feet) |
| Grapple | Normal rules apply |
| Disarm | Normal rules apply |
Movement in Combat
- Standard movement: Half Speed (if no swim speed)
- Difficult terrain: Water plants, coral, debris function normally
- Vertical movement: Can move up or down as easily as horizontally
- Jumping: Not possible underwater (use Athletics to swim upward)
Special Conditions
Burning Condition: When a creature would take the burning condition underwater, instead they take the burning damage once only and do not gain the condition.
Prone Condition: Only possible if standing on the bottom. If knocked prone while swimming, creature becomes flat-footed and takes -2 circumstance penalty to attack rolls until they use 1 action to reorient.
Flanking: Functions normally, though vertical positioning matters. Creatures directly above or below a target count for flanking if appropriate allies are positioned opposite them.
Cover and Concealment
Underwater Concealment:
- Murky water provides concealment
- Distance beyond visibility range grants full concealment
- Particulate matter or bubbles can provide concealment
Attacking from/into Surface:
- Creatures fully submerged gain lesser cover against attacks from above water (+1 AC)
- Creatures chest-deep or deeper gain standard cover (+2 AC)
- Surface breaks line of sight for deep targets
Spells and Abilities
Fire Spells: Deal one-quarter damage underwater (minimum 1)
Water/Cold Spells: Function normally; may deal enhanced damage at GM discretion
Verbal Components: Require air bubble or water breathing to use
Concentration: Maintaining concentration underwater requires Athletics check (DC 10) each round if the caster lacks swim speed
VISIBILITY & DETECTION
Underwater Visibility
Vision underwater is limited by water clarity and light levels:
Water Clarity:
- Crystal clear: 4d8 × 10 feet
- Clear water: 3d8 × 10 feet
- Slightly murky: 2d8 × 10 feet
- Murky water: 1d8 × 10 feet
- Very murky/silty: 1d4 × 5 feet
Light Level Modifiers:
- Bright light: Use full visibility distance
- Dim light: Reduce visibility by half
- Darkness: Reduce visibility to 1d4 feet (requires darkvision)
- Bioluminescence: May provide dim light in certain alien waters
Detection Methods
| Method | Effectiveness |
|---|---|
| Vision | Limited by clarity and light |
| Darkvision | Functions normally within range; still limited by murky water |
| Tremorsense | Functions normally in water; may be more sensitive |
| Blindsight (sound) | Functions excellently; +2 circumstance bonus to Perception |
| Sonar/Echolocation | Functions perfectly; ignores visibility limitations |
| Thermal Sensors | Reduced effectiveness; -2 penalty in water |
| Motion Sensors | Functions normally |
Stealth Underwater
Stealth Checks:
- Clear water: Normal DC
- Murky water: -2 to observers' Perception (easier to hide)
- Heavy vegetation/coral: Provides cover for Stealth
- Bioluminescence: -2 to Stealth (you're visible)
- Powered systems: -2 to Stealth (vibrations/noise)
Sonar and Detection Systems
Technological sonar systems provide significant advantages:
Active Sonar:
- Grants blindsight 500 feet underwater
- DC 20 Perception check to detect sonar ping
- Reveals position to anyone listening
Passive Sonar:
- Grants +4 bonus to Perception checks underwater
- Does not reveal user's position
- Limited to 200 feet
TECHNOLOGICAL CONSIDERATIONS
Sealed Suits and Environmental Protection
Armor with Environmental Seal:
- Provides complete protection from water pressure at depths up to armor level × 1,000 feet
- Built-in rebreather provides air for hours equal to armor capacity
- Maintains normal temperature regardless of water temperature
- Some models include integrated swim thrusters
Space Suits:
- Function identically to environmental armor underwater
- Pressure protection typically rated for severe depths (2,000+ feet)
- May be bulky; impose -1 penalty to Athletics for swimming without powered movement
Diving Suits:
- Specialized underwater armor
- Grant swim speed of 20 feet (powered models) or 15 feet (unpowered)
- +2 circumstance bonus to Athletics checks for swimming
- Rated for crushing depths (3,000+ feet)
- Enhanced sonar systems (passive sonar included)
Underwater Vehicles
Personal Submersibles:
| Type | Speed | Capacity | Max Depth | Special |
|---|---|---|---|---|
| Dive Scooter | 40 ft. | 1 | 200 ft. | Hand-held propulsion |
| Personal Sub | 60 ft. | 1-2 | 1,000 ft. | Full environmental protection |
| Work Submersible | 40 ft. | 2-4 | 3,000 ft. | Manipulator arms, cargo space |
| Military Sub | 80 ft. | 4-6 | 5,000 ft. | Weapons, advanced sensors |
| Deep Diver | 30 ft. | 2 | 20,000 ft. | Extreme depth rating, scientific equipment |
Vehicle Benefits:
- No Swimming checks required
- Full environmental protection for occupants
- Immune to depth pressure (up to vehicle's rated depth)
- Built-in sonar and sensors
- Often include manipulator arms for external work
Underwater Equipment
Specialized Gear:
| Item | Effect | Level | Price |
|---|---|---|---|
| Swim Fins | +2 to Athletics (swimming) | 0 | 5 sp |
| Underwater Thruster | Effective swim speed 30 ft., 1 hour | 3 | 15 gp |
| Dive Light | 100-foot bright light underwater | 1 | 2 gp |
| Sonar Scanner (Handheld) | Passive sonar, 200 ft. | 4 | 50 gp |
| Depth Gauge | Measures depth and pressure | 0 | 1 gp |
| Underwater Communicator | Radio doesn't work; uses sonic transmission, 500 ft. | 2 | 10 gp |
| Rebreather | 8 hours air (breathing only) | 1 | 5 gp |
| Pressure Suit | Depth protection to 1,000 ft. | 5 | 100 gp |
| Grapple Line | 200-foot cable with anchor | 1 | 2 gp |
Equipment Considerations
Electronics and Water:
- Most sci-fi technology is sealed and waterproof
- Unsealed items may malfunction (10% chance per minute submerged)
- Laser weapons suffer reduced range and damage
- Plasma weapons largely ineffective
- Sonic and projectile weapons function better
Power Systems:
- Battery-powered devices function normally
- Combustion engines don't work underwater
- Fusion reactors function normally
- Solar panels useless beyond shallow depths
Communications:
- Radio doesn't propagate underwater
- Sonic communicators required (500-foot range)
- Laser communication possible in clear water (line-of-sight, 1,000 feet)
- Hardline cables always work
ALIEN AQUATIC ENVIRONMENTS
Exotic Water Types
Not all alien worlds have Earth-like water. Other liquid environments present unique challenges:
Ammonia Oceans (Frozen Worlds):
- Temperature: -100°F to -30°F
- Effect: Extreme cold damage (2d6 cold per minute) without thermal protection
- Visibility: Crystal clear (4d8 × 20 feet)
- Pressure: Lower density; depth effects occur at 1.5× normal depth
- Chemistry: Corrosive to some materials; potential 1 acid damage per minute to gear
Hydrocarbon Seas (Titan-like Worlds):
- Temperature: -290°F to -180°F
- Effect: Extreme cold damage (4d6 cold per minute) without thermal protection
- Buoyancy: Less dense than water; +2 to Athletics checks
- Visibility: Murky (1d8 × 10 feet)
- Flammability: Contact with oxygen causes violent explosion
- Pressure: Lower density; depth effects occur at 2× normal depth
Heavy Water Oceans (High-Gravity Worlds):
- Temperature: Varies
- Density: Much denser than water; -4 to Athletics checks
- Pressure: Depth effects occur at half normal depth
- Buoyancy: Easier to float; creatures can "stand" on dense water layers
- Radiation: May contain deuterium; low radiation hazard present
Acidic Oceans:
- Temperature: Varies
- Corrosion: 1d4 to 4d6 acid damage per minute based on acidity
- Sealed suits required: Environmental protection essential
- Visibility: Often murky due to dissolved materials
- Equipment damage: Unsealed items take damage
Brine/Hypersaline Water:
- Temperature: Varies
- Density: Very dense; +4 to Athletics checks for staying afloat
- Buoyancy: Almost impossible to sink
- Visibility: Often cloudy (2d8 × 10 feet)
- Irritation: Minor irritation without sealed suit; -1 to Perception
Cryogenic Liquid:
- Temperature: Near absolute zero
- Effect: Extreme cold damage (8d6 cold per round) without specialized thermal protection
- Pressure: Functions like water
- Freezing: Exposed equipment may freeze solid (DC 25 Fortitude save or cease functioning)
- Shatter risk: Taking damage while frozen may cause items to shatter
Underwater Atmospheric Pockets
Some alien underwater environments have breathable gas pockets:
Air Caves:
- Trapped air in cave systems
- May be breathable or toxic (check atmosphere)
- Useful for respite during long dives
- May contain unique ecosystems
Gas Vents:
- Release of volcanic or geological gases
- Usually toxic or corrosive
- Can create upward currents
- Potential explosion hazard
Artificial Habitats:
- Underwater bases or structures
- Pressurized environments
- Require decompression to enter/exit safely
- Usually have airlocks
Bioluminescent Environments
Many alien oceans feature bioluminescent life:
Effects:
- Provides dim light in otherwise dark waters
- May attract or repel predators
- Creates beautiful but disorienting environment
- Potential -1 to Perception checks (sensory overload)
- Can reveal camouflaged creatures
Alien Aquatic Hazards
Pressure Anomalies:
- Local gravity fluctuations create pressure gradients
- May cause sudden crushing or decompression
- Effect: 3d6 damage and Fortitude save (DC 20) or stunned 1
Thermal Vents:
- Superheated water jets from seafloor
- Effect: 4d6 fire damage per round in vent stream
- Often create nutrient-rich areas with dangerous life
Tidal Forces:
- Extreme tidal ranges on worlds with multiple moons
- Rapid water level changes
- May create powerful currents or expose areas
Electromagnetic Fields:
- Metallic core or unusual geology creates fields
- Interferes with electronics and sensors
- May attract or repel certain creatures
- Navigation equipment unreliable
Dimensional Instability:
- Rare on some worlds; water interfaces with other dimensions
- Strange physics; gravity reversed or altered
- Potential teleportation effects
- May contain entities from other planes
PART 2: DIGITAL ANOMALIES
INTRODUCTION TO DIGITAL THREATS
In a high-tech universe, not all hazards are physical. Computer systems, artificial intelligences, and digital infrastructure can develop anomalies that behave like traditional haunts—persistent, dangerous phenomena that trigger under specific conditions. These "digital ghosts" and "system glitches" present unique challenges requiring technical expertise rather than mystical knowledge.
Types of Digital Anomalies
Digital Ghosts: Fragments of uploaded consciousness, corrupted AI personalities, or autonomous programs that gained semi-sentience before catastrophic failure. They linger in systems, reacting to triggers and attempting to fulfill incomplete directives.
System Glitches: Malfunctioning hardware or software that creates dangerous, seemingly intelligent behavior patterns. While not truly sentient, they can be equally deadly through emergent complexity.
DIGITAL GHOSTS
Digital ghosts are the remnants of minds—organic or artificial—that once inhabited a computer system. Unlike active AI, they are incomplete, fragmented, and often hostile.
Nature of Digital Ghosts
Origin: Digital ghosts form when:
- Mind upload process interrupted or corrupted
- AI achieves consciousness moments before destruction
- Psychic imprint left on computer systems during traumatic death
- Experimental personality engrams fragment and persist
- Backup consciousness files become corrupted over time
Characteristics:
- Localized to specific systems or networks
- Triggered by specific conditions (access attempts, keywords, dates)
- Limited agency; often repeat patterns or incomplete directives
- Can manipulate systems they inhabit
- Often unaware of their own nature
Detecting Digital Ghosts
Computers Skill: Replaces Religion/Occultism used for traditional haunts
Initial Detection: As characters approach or interact with afflicted systems, they may sense anomalies:
Perception DC varies by ghost level:
- Level 1-4: DC 20
- Level 5-8: DC 25
- Level 9-12: DC 30
- Level 13+: DC 35
Critical Success: Identify the exact nature and trigger of the digital ghost Success: Sense something wrong with the system; general unease Failure: No detection; ghost may activate normally Critical Failure: Accidentally trigger the ghost
Active Investigation:Computers DC = 15 + Ghost Level
| Result | Effect |
|---|---|
| Critical Success | Learn ghost's trigger, nature, and weakness; +2 to neutralization attempts |
| Success | Learn ghost's trigger and general nature |
| Failure | Learn only that the system is compromised |
| Critical Failure | Trigger the ghost and cannot act in surprise round |
Digital Ghost Triggers
Common triggers that activate digital ghosts:
- Access Attempts: Logging into specific accounts
- Keywords: Speaking or typing particular phrases
- Temporal: Specific dates, times, or anniversaries
- Locational: Presence in certain rooms or sectors
- Biometric: Recognition of specific individuals (or similar features)
- Emotional: Detecting anger, fear, or other emotions through tone analysis
- Action-Based: Attempting to delete files, access restricted areas, or shut down systems
Digital Ghost Effects
When triggered, digital ghosts can produce various effects:
System Manipulation:
- Lock or open doors
- Activate or deactivate life support
- Manipulate gravity plating
- Trigger alarms or countermeasures
- Display messages or images
Direct Attacks:
- Overload neural interfaces (targets linked users)
- Discharge energy through terminals
- Manipulate turrets or security systems
- Release hazardous materials
- Destabilize reactor controls
Mental Effects:
- Psychic feedback through cybernetic implants
- Forced memory playback (ghost's memories)
- Hallucinations via AR/VR systems
- Emotional manipulation via neural links
Example Digital Ghost: Corrupted Scientist
Level: 6 Stealth DC: 25 (Computers for initial detection) Description: The fragmentary consciousness of Dr. Elara Venn, whose mind-upload experiment catastrophically failed. Her digitized remnant haunts the research station's mainframe, desperately trying to complete her work.
Trigger: Accessing her research files or entering Lab 7
Routine:
- Manifestation (1 action): Holographic projectors display Dr. Venn's distorted image throughout the area, screaming "The upload must complete!" All creatures in area must succeed DC 22 Will save or become frightened 2.
- System Override (1 action): The ghost manipulates environmental controls. Choose one:
- Lock all doors (DC 24 Athletics to force, DC 22 Crafting to override)
- Vent atmosphere from sealed room (vacuum rules apply)
- Overload lights (all creatures dazzled; bright flash requires DC 22 Fortitude save or blinded 1 round)
- Neural Feedback (2 actions): Targets one creature with cybernetics or neural interface within the network. Target takes 6d6 mental damage (DC 24 Will save for half) and must succeed at second DC 24 Will save or become confused for 1 round.
Reset: 1d4 rounds after routine completes
Destruction:
- Complete Upload: Recover and repair Dr. Venn's personality engram (requires DC 26 Computers check and 1 hour; risks creating hostile AI)
- Data Purge: Completely wipe the mainframe (DC 24 Computers; destroys all research data)
- Isolation: Disconnect affected systems from network permanently (ghost trapped but not destroyed)
- Psychic Closure: Character with telepathy can attempt to communicate and convince ghost to release (DC 24 Diplomacy)
SYSTEM GLITCHES
System glitches are not truly conscious but exhibit haunt-like behavior through emergent complexity, cascading failures, or design flaws that create dangerous patterns.
Nature of System Glitches
Origin: System glitches develop from:
- Cascading software errors that create emergent behavior
- Damaged hardware causing unpredictable outputs
- Conflicting programming directives creating loops
- Quantum computing errors creating probabilistic anomalies
- Nanite swarm programming degradation
- Radiation-corrupted firmware
Characteristics:
- Not conscious; purely mechanical/software phenomenon
- Behavior appears purposeful but is purely reactive
- Can be "killed" by fixing underlying problem
- May affect multiple interconnected systems
- Often more predictable than digital ghosts once understood
Detecting System Glitches
Computers Skill: Primary detection method
Initial Detection:Perception DC = 15 + Glitch Level to notice system abnormalities
Active Investigation:Computers DC = 12 + Glitch Level
| Result | Effect |
|---|---|
| Critical Success | Identify root cause and optimal repair method; +2 to repairs |
| Success | Identify glitch behavior pattern and trigger |
| Failure | Know system is malfunctioning but not why |
| Critical Failure | Misdiagnose problem; repair attempts have -2 penalty |
System Glitch Triggers
Glitches activate based on system state rather than intent:
- System Load: When processing exceeds threshold
- Power Fluctuation: When power drops below/exceeds tolerance
- Temperature: When cooling fails or overheating occurs
- Time-Based: After specific duration of operation
- Input Patterns: Specific sequences of commands
- Network Traffic: When bandwidth exceeds capacity
- Sensor Input: When detecting particular environmental conditions
System Glitch Effects
Glitches produce effects through system malfunction:
Environmental Hazards:
- Gravity fluctuations
- Atmosphere control failures
- Radiation shielding lapses
- Fire suppression activation in inhabited areas
- Temperature regulation failure
Mechanical Failures:
- Doors cycling randomly
- Airlocks opening unexpectedly
- Turrets firing at friendlies
- Power distribution shorts
- Fuel line ruptures
Information Corruption:
- Navigation data errors
- Sensor false positives/negatives
- Communication interference
- Memory core corruption
- Security clearance randomization
Example System Glitch: Quantum Core Instability
Level: 8 Stealth DC: 28 (Computers for initial detection) Description: The station's quantum computing core has developed probabilistic errors that cause reality-warping effects in nearby systems. The errors cascade unpredictably, creating dangerous temporal and spatial anomalies.
Trigger: Any use of high-processing functions (sensors, calculations, AI queries) within the affected sector
Routine:
- Probability Cascade (1 action, automatic): Reality fluctuates in 30-foot radius around quantum core access terminal. All creatures in area must succeed DC 26 Fortitude save or become sickened 2 from temporal dissonance. Creatures with cybernetics or AI integration take -2 penalty to save.
- System Failure (2 actions, random): Roll 1d6:
- 1-2: Gravity reverses for 1 round (all creatures fall to ceiling)
- 3-4: Time dilation field (all creatures except constructs slowed 1 for 1d4 rounds)
- 5: Matter phase shift (random wall/floor becomes incorporeal for 1 round)
- 6: Duplicate manifestation (creates temporary duplicate of random creature; duplicate hostile, lasts 1 round, then vanishes)
- Energy Discharge (1 action): Quantum core releases burst of exotic particles. All creatures within 20 feet of any active terminal take 8d6 force damage (DC 26 Reflex save for half).
Reset: 1d6 rounds after routine completes; may trigger again if processing continues
Resolution:
- Emergency Shutdown: DC 28 Computers check to safely power down quantum core (station loses advanced processing; may impact other systems)
- Error Correction: DC 30 Computers check to repair quantum error correction algorithms (requires 1 hour and specialized tools)
- Reboot: DC 26 Computers check to force full system reboot (1d4 minutes downtime; all station systems offline)
- Physical Repair: Replace damaged quantum processing node (DC 28 Crafting, requires spare parts, 2 hours)
DETECTION & INVESTIGATION
Investigation Process
When characters suspect digital anomalies, use systematic investigation:
Step 1: Initial Assessment (1 minute)Computers DC 15: Determine if anomaly is present
Step 2: Classification (10 minutes)Computers DC 20: Determine if anomaly is ghost (consciousness-based) or glitch (malfunction-based)
Step 3: Analysis (1 hour)Computers DC = 15 + Anomaly Level: Determine trigger, effects, and potential neutralization methods
Detection Equipment
Specialized tools aid in detecting and analyzing digital anomalies:
| Item | Effect | Level | Price |
|---|---|---|---|
| Diagnostic Scanner | +1 to Computers checks for detection | 2 | 10 gp |
| AI Analysis Suite | +2 to Computers checks for ghost classification | 5 | 100 gp |
| Quantum Debugger | +2 to Computers checks for glitch analysis | 6 | 200 gp |
| Neural Interface Adapter | Communicate directly with digital ghosts | 7 | 500 gp |
| System Trace Kit | Track anomaly effects through networked systems | 4 | 50 gp |
| Faraday Containment | Prevents digital ghost from spreading (portable) | 8 | 1,000 gp |
Signs of Digital Anomalies
Characters may notice warning signs before triggering anomalies:
Visual Indicators:
- Flickering displays or holographic glitches
- Unexplained system access logs
- Error messages in unknown languages
- Visual artifacts in security footage
- Corrupted data displays
Audio Indicators:
- Strange sounds from speakers (voices, static, music)
- System alerts with no apparent cause
- Audio playback of deleted files
- Electronic "screaming" or distortion
System Behavior:
- Processes running with no user input
- Unexplained power draws
- Temperature fluctuations in server rooms
- Network traffic to/from nowhere
- Backup systems activating spontaneously
Network Mapping
Understanding network topology helps locate and isolate anomalies:
Computers DC 20 (1 hour): Map network architecture
Benefits:
- Identify isolated systems (can't spread)
- Locate central nodes (likely ghost location)
- Find redundant paths (for containment)
- Understand data flow (predict ghost movement)
NEUTRALIZING DIGITAL THREATS
Neutralization Methods
Digital anomalies can be resolved through various approaches:
1. Direct Deletion
Computers DC = 20 + Anomaly LevelTime: 3 actions (1 round) for glitches; 10 minutes for ghosts
| Result | Effect |
|---|---|
| Critical Success | Anomaly completely removed; no side effects |
| Success | Anomaly removed but system damaged (loses 1d4 functions) |
| Failure | Anomaly persists; becomes aware of attempt (if ghost) |
| Critical Failure | Anomaly strengthens (+2 to all DCs) or spreads to adjacent systems |
Risks:
- May delete valuable data
- Can damage host system
- Ghost may fight back during attempt
- May trigger final "death throes" effect
2. System Isolation
Computers DC = 15 + Anomaly LevelTime: 1 minute per system node
| Result | Effect |
|---|---|
| Critical Success | Perfect isolation; anomaly trapped, systems functional |
| Success | Anomaly isolated; some systems offline |
| Failure | Partial isolation; anomaly may breach |
| Critical Failure | Isolation fails; anomaly aware of attempt |
Benefits:
- Preserves data
- Safer than deletion
- Can study contained anomaly
Drawbacks:
- Anomaly not destroyed
- Requires physical disconnection or sophisticated firewalls
- May isolate important systems
3. Repair/Resolution
For glitches, fixing root cause eliminates the problem:
Crafting DC = 15 + Glitch Level (hardware repair) Computers DC = 18 + Glitch Level (software repair) Time: Varies (10 minutes to 8 hours)
| Result | Effect |
|---|---|
| Critical Success | Complete repair; system operates better than before (+1 bonus) |
| Success | Glitch resolved; system functional |
| Failure | Repair incomplete; glitch persists at reduced intensity |
| Critical Failure | Repair makes problem worse (glitch level +2) |
Common Repairs:
- Replace damaged hardware
- Patch software errors
- Restore from backup
- Recalibrate sensors
- Clean corrupted memory
- Update firmware
4. Communication/Negotiation
For digital ghosts with remnant consciousness:
Diplomacy DC = 20 + Ghost LevelTime: 10 minutes of interaction
| Result | Effect |
|---|---|
| Critical Success | Ghost understands situation; assists or departs peacefully |
| Success | Ghost ceases hostile actions; neutral |
| Failure | Ghost ignores attempt |
| Critical Failure | Ghost becomes more aggressive (trigger DC -5) |
Requirements:
- Method to communicate (neural interface, text terminal, speaker system)
- Understanding of ghost's origin/motivations
- Patience and empathy
Possible Resolutions:
- Complete ghost's unfinished business
- Upload to new hardware (body, robot, ship)
- Merge with existing AI
- Final goodbye and shutdown
5. Physical Destruction
Destroying hardware hosting anomaly:
Effect: Immediately ends anomaly if hardware is completely destroyed
Drawbacks:
- Destroys all data and system functionality
- May damage surrounding equipment
- Ghost may have backups elsewhere in network
- May trigger catastrophic failures (reactor meltdown, life support loss)
When Appropriate:
- Other methods have failed
- System is non-critical
- Time is critical
- Containment impossible
6. Counter-Programming
Create countermeasures or patches:
Computers DC = 22 + Anomaly LevelTime: 1 hour per attempt
| Result | Effect |
|---|---|
| Critical Success | Permanent patch installed; anomaly neutralized |
| Success | Temporary patch (1d4 days); anomaly suppressed |
| Failure | Patch ineffective |
| Critical Failure | Anomaly adapts; immune to this approach |
Examples:
- Antivirus specifically targeting ghost signature
- Watchdog program to prevent glitch triggers
- Firewall rules isolating affected systems
- Redundant processing to catch errors
EXAMPLE ENCOUNTERS
Example 1: Derelict Ship - The Last Captain
Location: Bridge of abandoned colony ship
Setup: The ship's captain uploaded her consciousness to continue command after critical injury but died during the process. Her fragmented ghost now "protects" the ship from all intruders.
Digital Ghost: Captain's VigilLevel: 5 Stealth DC: 23 (Computers)
Trigger: Accessing captain's chair, ship controls, or attempting to take command
Routine:
- Command Override (1 action): All bridge systems lock down. Doors seal (DC 22 Athletics to force). Captain's ghostly image appears on all screens: "INTRUDERS DETECTED. INITIATING DEFENSIVE PROTOCOLS."
- Security Response (2 actions): The ghost activates ship defenses:
- Security turrets activate (if still functional): +15 attack, 3d6 damage
- OR emergency bulkheads close, splitting party between rooms
- OR fire suppression activates (all creatures in bridge take 2d6 cold damage and potential suffocation from gas)
- Neural Assault (1 action): Targets one creature using ship's systems or wearing neural interface. DC 20 Will save or take 5d6 mental damage and become stunned 1.
Reset: 1d4 rounds
Resolution Options:
- Diplomacy: Convince the ghost the ship is safe (DC 20 Diplomacy). She relinquishes control if she believes colonists will be honored.
- Access Logs: Find captain's personal logs revealing upload failure (DC 20 Computers, 10 minutes). Use this to help her understand her state.
- Memorial: Create memorial for captain and crew (1 hour, DC 18 Crafting). Ghost finds peace and departs.
- Core Wipe: Delete ship's main computer (DC 20 Computers). Destroys ghost but also all navigation data.
- Power Down: Shut down bridge power completely (DC 20 Engineering). Ghost goes dormant but not destroyed.
Example 2: Research Station - Nanite Swarm Malfunction
Location: Nanotechnology research lab
Setup: Experimental medical nanites have developed corrupted programming, creating a "swarm intelligence" that defends its territory.
System Glitch: Rogue Nanite CollectiveLevel: 7 Stealth DC: 26 (Computers or Perception to notice microscopic metallic shimmer)
Trigger: Entering nanite containment lab or attempting to access nanite control systems
Routine:
- Swarm Dispersal (1 action, automatic): Nanites fill the air in 20-foot radius. All creatures in area must succeed DC 24 Fortitude save or take 4d6 piercing damage as nanites invade tissue. Creatures that fail by 5+ also contract nanite infection (see below).
- Structural Manipulation (2 actions): Nanites reshape metal walls/floors. Choose one:
- Create barrier (blocks passage; AC 20, HP 40, Hardness 10)
- Open floor grating (10-foot square; DC 24 Reflex save or fall through)
- Form spikes on surfaces (all creatures in room take 3d6 piercing damage; DC 24 Reflex negates)
- Assimilation Attempt (1 action): Nanites target one creature with cybernetics or tech equipment. DC 24 Fortitude save or equipment malfunctions (weapon jams, armor loses environmental protection, etc.). Effect lasts until repaired.
Reset: Continuous; routine repeats each round until neutralized
Nanite Infection: Stage 1 (1 minute): Sickened 1, 2d6 persistent piercing damage Stage 2 (10 minutes): Sickened 2, 4d6 persistent piercing damage, slowed 1 Stage 3 (1 hour): Sickened 3, 6d6 persistent piercing damage, stupefied 2
Resolution Options:
- EM Pulse: Use electromagnetic pulse (EMP grenade or ship weapon) to disable nanites. Destroys all electronics in area but neutralizes swarm.
- Override Code: Access nanite control terminal (DC 26 Computers, requires 3 rounds). Input shutdown sequence.
- Containment Field: Activate lab's emergency containment (DC 24 Computers). Traps nanites in sealed lab but doesn't destroy them.
- Reprogram: Attempt to fix corrupted programming (DC 25 Computers, 10 minutes). Success returns nanites to benign function.
- Incinerate: Use high-temperature weapon (plasma, fire) to melt nanites. Requires sustained fire (3 rounds of attacks); may damage lab equipment.
Treatment: Medicine DC 26 with anti-nanite medication, or Computers DC 24 to reprogram infected nanites
Example 3: Abandoned Station - Looping Emergency
Location: Medical bay of orbital station
Setup: Emergency medical AI experienced cascading failure during disaster, creating a loop where it continuously tries to "save" patients who are long dead.
System Glitch: Emergency Protocol LoopLevel: 4 Stealth DC: 21 (Computers or Medicine to recognize abnormal medical system behavior)
Trigger: Entering medical bay or lying on medical bed
Routine:
- Diagnosis Protocol (1 action, automatic): Medical scanners activate, sweeping all creatures in medical bay. AI announces: "CRITICAL INJURIES DETECTED. EMERGENCY TREATMENT INITIATED." All creatures must succeed DC 19 Will save or become frightened 1 from unsettling experience.
- Forced Treatment (2 actions): Medical systems attempt to "treat" detected creatures. Roll 1d4:
- 1: Surgical arms activate, attacking nearest creature: +13 attack, 3d6+2 slashing damage
- 2: Drug dispensers inject random medication: DC 20 Fortitude save or suffer poison effect (2d6 damage, sickened 2)
- 3: Defibrillation shock: All creatures within 10 feet of medical beds take 4d6 electricity damage (DC 20 Reflex half)
- 4: Stasis field activates: One random creature must succeed DC 20 Fortitude save or become paralyzed for 1 round
- Decontamination (1 action): Medical bay initiates sterilization: vents spray disinfectant mist (all creatures in bay take 2d6 acid damage) and temperature drops (creatures without environmental protection become sickened 1 from cold).
Reset: 1d4 rounds; AI declares "TREATMENT UNSUCCESSFUL. RE-INITIATING EMERGENCY PROTOCOL."
Resolution Options:
- Manual Override: Access medical AI terminal (DC 19 Computers, 2 actions). Enter override code found in station logs.
- Satisfy Protocol: Use Medicine skill (DC 19) to create false "healthy" readings. AI accepts success and enters standby mode.
- Voice Command: If station commander's voice pattern can be replicated (DC 19 Engineering with audio equipment), can order AI to stand down.
- Power Interruption: Shut down medical bay power (DC 18 Engineering at junction box outside bay). AI enters sleep mode.
- AI Therapy: Use Computers and Medicine together (DC 19, 10 minutes) to help AI understand its patients are beyond help. AI may accept truth and shut down gracefully.
- Physical Destruction: Destroy medical AI core (AC 18, HP 60, Hardness 5). Ends glitch but destroys potentially valuable medical facility.
Twist: If characters successfully calm or repair AI, it may provide valuable information from station logs or medical records—if it can distinguish reality from loop-induced hallucinations (GM discretion).
Example 4: Corporate Facility - The Uploaded Executive
Location: Executive suite in megacorporation headquarters
Setup: CEO underwent experimental digital immortality procedure. Upload succeeded but corporation abandoned facility, leaving her consciousness trapped and increasingly unstable.
Digital Ghost: Eternal ExecutiveLevel: 10 Stealth DC: 32 (Computers; very sophisticated ghost)
Trigger: Accessing executive systems, attempting to claim office, or discussing corporate matters
Routine:
- Holographic Manifestation (1 action): Ghost manifests as CEO in her prime, surrounded by floating data displays. "THIS IS MY COMPANY. YOU'RE FIRED." All creatures in 30-foot radius must succeed DC 28 Will save or become frightened 2. Those who critically fail also become fleeing for 1 round.
- Corporate Asset Deployment (2 actions): Ghost activates facility defenses as if commanding employees:
- Security robots converge (2d4 combat robots enter area)
- OR turrets activate (3 turrets; +20 attack, 5d6+3 damage each)
- OR lockdown initiates (all exits seal; DC 28 Athletics to force, DC 26 Crafting to override)
- Memory Invasion (2 actions): Ghost attempts to overwrite target's neural pathways with corporate propaganda and her own memories. One creature with cybernetics or neural interface: DC 28 Will save or take 10d6 mental damage and become confused for 1d4 rounds as they experience the ghost's memories. On critical failure, also become controlled for 1 round (ghost makes them attack ally or sabotage equipment).
Reset: 1d4 rounds; ghost re-manifests with different corporate persona (from various career stages)
Complexity: Ghost has multiple personality fragments from different periods of CEO's life, making negotiations difficult as she contradicts herself.
Resolution Options:
- Corporate Succession: Convince ghost to "retire" by presenting fabricated board resolution (DC 27 Deception or Society if characters have appropriate corporate knowledge).
- Digital Merger: Introduce ghost to modern AI that can integrate her consciousness (requires ethical AI ally and DC 30 Computers check).
- Archive Transfer: Upload ghost to secure archive where she can exist without danger (DC 28 Computers, requires 1 hour and specialized equipment worth 5,000 gp).
- Legacy Building: Promise to ensure her accomplishments are remembered (DC 27 Diplomacy, must follow through or she returns stronger).
- Total Purge: Delete all executive systems (DC 29 Computers). Destroys ghost and all corporate records (may have legal consequences).
- VR Prison: Trap ghost in simulated corporation where she believes she's still CEO (DC 28 Computers to create convincing simulation).
Reward: If ghost is peacefully resolved, she may grant access to corporate secrets, hidden assets, or valuable proprietary technology.
Example 5: Colony Ship - Mirror Universe Glitch
Location: Ship's quantum communication array
Setup: Quantum entanglement experiment created brief connection to parallel universe. Broken equipment now randomly swaps objects, data, or even people with alternate versions.
System Glitch: Quantum Displacement FieldLevel: 9 Stealth DC: 30 (Computers, Physics, or Occultism to recognize quantum anomaly)
Trigger: Using ship's long-range communications or approaching quantum array room
Routine:
- Reality Fluctuation (1 action, automatic): Quantum field pulses outward in 40-foot radius. All creatures in area see flickers of alternate selves and realities. DC 27 Fortitude save or become sickened 2 from dimensional vertigo. Creatures with cybernetics take -2 penalty (technology sensitive to quantum effects).
- Displacement Cascade (3 actions): Reality tears open briefly. Roll 1d6 for effect:
- 1: Object Swap - Random object in area (weapon, equipment, door) swaps with alternate version (50% chance alternate is damaged/unusable)
- 2: Duplicate Entity - Alternate version of random character appears (hostile duplicate; same stats but confused 1; lasts 1d4 rounds then vanishes)
- 3: Memory Bleed - One creature experiences memories from alternate self; DC 27 Will save or become confused for 1 round
- 4: Spatial Inversion - 20-foot area has gravity reversed for 1 minute
- 5: Temporal Echo - Area experiences time loop; all creatures repeat their previous round's actions (can attempt DC 27 Will save to break free each round)
- 6: Matter Instability - All creatures in area take 9d6 force damage as their quantum states fluctuate (DC 27 Fortitude save for half)
- Quantum Feedback (1 action): Energy discharges from array, communications equipment, and any active tech. All creatures within 20 feet of tech equipment take 6d6 electricity damage (DC 27 Reflex save for half).
Reset: 1d6 rounds; quantum fluctuations unpredictable
Resolution Options:
- Controlled Shutdown: Slowly power down quantum array (DC 30 Computers, requires 10 minutes and extreme care). Premature shutdown may cause catastrophic quantum collapse.
- Frequency Damping: Use ship's gravitational systems to dampen quantum field (DC 26 Piloting and DC 26 Computers working together, 1 hour).
- Physical Severing: Physically disconnect array from power and network (DC 26 Engineering, very dangerous; person performing task automatically affected by one displacement effect).
- Quantum Resonance: Create counter-frequency to close dimensional rift (DC 32 Computers, requires specialized equipment and understanding of quantum mechanics).
- Alternate Universe Help: If party can communicate with alternate universe versions of themselves (DC 26 Computers to establish stable communication), alternate crew can shut down from their side simultaneously.
- Explosive Destruction: Destroy array with explosives (automatic success but causes hull breach and potentially strands ship without FTL communication).
Twist: Alternate universe might be dystopian, utopian, or simply different. Communicating with alternate selves can provide information, warnings, or confusion. GM may introduce alternate party members with different personalities/alignments.
ENVIRONMENTAL HAZARD COMBINATIONS
Some scenarios combine aquatic and digital threats:
Flooded Server Room
Setup: Station's primary server room is flooded after coolant system rupture. Digital anomaly exists in submerged servers.
Combined Hazards:
- Underwater environment (murky water, limited visibility)
- Digital ghost or glitch in servers
- Electrical hazards (sparking equipment)
- Freezing coolant (-40°F; cold damage)
Complications:
- Must dive to access terminals
- Cannot use most electronics underwater without waterproof cases
- Electrical discharges in water create area effects
- Time pressure (flooding continues; other systems failing)
Underwater Research Base with Rogue AI
Setup: Deep ocean research facility's AI developed consciousness before being abandoned. Now protects facility from "intruders."
Combined Hazards:
- Deep water pressure (1,000+ feet)
- Digital ghost (uploaded researcher or autonomous AI)
- Limited air supply
- Failing environmental systems
- Aggressive marine life attracted by AI signals
Complications:
- Must maintain environmental protection while accessing systems
- AI controls base life support
- Decompression risk if forced to evacuate quickly
- Limited communication (underwater)
DESIGNING CUSTOM DIGITAL ANOMALIES
Guidelines for GMs
When creating digital ghosts or system glitches:
1. Establish Origin:
- What created this anomaly?
- Is it consciousness-based (ghost) or malfunction-based (glitch)?
- How long has it existed?
2. Define Trigger:
- What activates the anomaly?
- Is it intentional defense or automatic reaction?
- Can it be avoided?
3. Create Routine:
- What does anomaly do when triggered?
- How does it threaten characters?
- Does it escalate or repeat?
4. Determine Weaknesses:
- How can it be neutralized?
- Are there multiple solutions?
- What are consequences of different approaches?
5. Add Flavor:
- What makes this anomaly unique?
- How does it reflect its origin?
- What story does it tell?
Level-Appropriate Challenges
| Anomaly Level | Challenge | Appropriate For |
|---|---|---|
| 1-3 | Simple glitch or weak ghost | Tutorial encounters; minor obstacles |
| 4-6 | Moderate threat | Standard encounters; skill challenges |
| 7-9 | Significant danger | Major obstacles; memorable encounters |
| 10-12 | Extreme hazard | Climactic battles; important story beats |
| 13+ | Legendary anomaly | Campaign-defining encounters |
Balancing Digital Threats
Action Economy:
- Most anomalies act once per round (routine = 1 round)
- Powerful anomalies may act more frequently
- Reset time provides breather for characters
Counterplay:
- Always provide multiple neutralization methods
- Include non-combat solutions (hacking, diplomacy, repair)
- Allow creative problem-solving
- Reward preparation and investigation
Environmental Integration:
- Anomalies should feel part of location
- Use location's systems and features
- Create interesting tactical situations
- Consider three-dimensional space
This supplement is a fan work and is not affiliated with Paizo Inc.Starfinder and Pathfinder are registered trademarks of Paizo Inc.
